From 3eeae12c498d1a4dbe969462d2ba841f77ee3ccb Mon Sep 17 00:00:00 2001 From: Andrei Karas Date: Sun, 2 Jan 2011 01:48:38 +0200 Subject: Initial commit. This code based on mana client http://www.gitorious.org/mana/mana and my private repository. --- docs/progression.txt | 129 +++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 129 insertions(+) create mode 100644 docs/progression.txt (limited to 'docs/progression.txt') diff --git a/docs/progression.txt b/docs/progression.txt new file mode 100644 index 000000000..a25cf11fd --- /dev/null +++ b/docs/progression.txt @@ -0,0 +1,129 @@ +----------------------------------- +THE MANA WORLD PLAYER'S PROGRESSION +----------------------------------- + +1. PLAYER'S STATS +2. PLAYER'S STATUS +3. AN ATTACK PROCESS +4. LEVELS + +1. PLAYER'S STATS + +Strength : The Strength determines how much a player will physically damage + an enemy. + +Vitality : The Vitality deals with the player's HP, and damage resistance. + +Agility : The Agility determines the attacks frequency of a player, and + the ability to escape attacks from an encounter. + +Intelligence : The Intelligence determines how many MP a player can have, how + many abilities he can master, and how strong his magic attacks + can be. + +Spirit : The Spirit deals with the player's magic resistance, and also + with magic effectiveness. + +Luck : The Player's Luck determines the player's evades, how he can + deals critical attacks, and a little bit with the hit + percentage. + +A Player has got 11 points to distribute to each stat before beginning at +level 1. A Stat must have at least 1 point given to it. The Player earns 1 +point for each level he reaches. + + +2. PLAYER'S STATUS + +HP : Hit Points. How much a player can be hit before dying. + HP = (3 * Vitality) + Strength + Level + +MP : Magic Points. Used by Spells, or Special Skills. + MP = 2 * Intelligence + Spirit + +Attack : The Attack tells how much exactly the player will reduce the + opponent's HP, minus its defense and extra protection. + Attack = 3 * Strength + Luck + +Defense : The Defense will reduce the HP damage taken by an opponent. + Defense = 2 * Vitality + Agility + Luck + +Magic Attack : Same but for the might of your spells. + Magic Attack = 3 * Intelligence + Spirit + +Magic Defense : Same but for the defense against magic skills and spells. + Magic Defense = 3 * Spirit + Luck + +Hit (%) : Indicate the chance a player has to hit an opponent. The Score + is in percentage. + Hit = ((3 * Luck + 2 * Agility + Intelligence) / 6) * 10 + (Max : 125 %) + +Evade (%) : Indicate the chance a player has to evade an opponent's hit. + The score is in percentage. + Evade = ((3 * Luck + Spirit + Vitality )/5) (Max : 75 %) + + +3. AN ATTACK PROCESS + +An attack process is quite simple : +The Hit(%) of the attacker is taken, minus the evade of the opponent. +A random score is taken by the server and if it's less than the Attacker's Hit +modified, the attacker actually hits the opponent. +N.B. : A magic attack never miss if it isn't based on status changing. +For instance, a fire ball always touches the opponent. + +Then, the attack plus the its modifiers (weapons attack upgrade, items bonus, +...) minus the opponent defense (plus bonus) is taken to reduce the opponent +HP. + + +4. LEVELS + +The XP-For-The-Next-Level of a player is calculated with his/her class number. +Cf. Class Number for more information. Higher is the class, higher is the class +number. + +Minimum XP For This Level = Level^3 + ClassNumber * Level. +XP For Next Level = (Level + 1)^3 + ClassNumber * (Niveau + 1). + +To be of a level, a player must have an actual XP which is between minimum and +xp for next level. +N.B. : A player earns 1 stat point for each level he reaches. + + +5. JOB POINTS + +Job Points are used to get skill points, that can be used to learned and +reinforce special skills, which can be acquired by being of certain classes. + +Job points are obtained by job leveling. +!! : Changing the class of a character reset to the job level of the character + the last time he was of that class. It can be zero if the player has never + been of this class! + +Job level : 20 + 2^Level + Level. + +6. CLASSES + +A player can be one of mutiple classes ; A wizard is different from a archer, +and can't held the same weapons, armors, etc... A score is associated with each +class defining how hard it is to level for a player. Also, special skills can +be learned from each classes, by giving them skill points, earned by gaining +job points. + +Classes --- Class Nr -- Skill Associated ------------------- Conditions ------- + +Beginner 16 Sitting (JobLvl : 4) +Apprentice 17 Fire Ball, Ice Needles (JobLvl : 4) Beginner Lvl:10 +Archer 17 Hard Shot, Line Shot (JL:5) Beginner Lvl:10 +Peon 17 Double Hit, Hard Hit(JL:5) Beginner Lvl:10 +... + + +7. NOTES + +Every of these notes have to be discussed, if you have any feedback, +suggestions, updates, commit or tell them at: + +address: irc://irc.freenode.net channel: #themanaworld -- cgit v1.2.3-60-g2f50